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Comparing deliantra/server/server/player.C (file contents):
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <pwd.h> 26#include <pwd.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <sounds.h> 28#include <sounds.h>
31#include <skills.h> 32#include <skills.h>
32 33
33#include <algorithm> 34#include <algorithm>
34#include <functional> 35#include <functional>
35 36
36player * 37playervec players;
37find_player (const char *plname)
38{
39 player *pl;
40
41 for (pl = first_player; pl; pl = pl->next)
42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
43 return pl;
44
45 return 0;
46}
47 38
48void 39void
49display_motd (const object *op) 40display_motd (const object *op)
50{ 41{
51 char buf[MAX_BUF]; 42 char buf[MAX_BUF];
125 116
126 news[0] = '\0'; 117 news[0] = '\0';
127 subject[0] = '\0'; 118 subject[0] = '\0';
128 size = 0; 119 size = 0;
129 120
130 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
131 { 122 {
132 if (*buf == '#') 123 if (*buf == '#')
133 continue; 124 continue;
134 125
135 if (*buf == '%') 126 if (*buf == '%')
136 { /* send one news */ 127 { /* send one news */
137 if (size > 0) 128 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
139 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
140 strip_endline (subject); 132 strip_endline (subject);
141 size = 0; 133 size = 0;
142 news[0] = '\0'; 134 news[0] = '\0';
143 } 135 }
160 152
161/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
162static void 154static void
163set_first_map (object *op) 155set_first_map (object *op)
164{ 156{
165 strcpy (op->contr->maplevel, first_map_path); 157 op->contr->maplevel = first_map_path;
166 op->x = -1; 158 op->x = -1;
167 op->y = -1; 159 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
168 enter_exit (op, 0); 170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188}
189
190void
191player::deactivate ()
192{
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
169} 208}
170 209
171// connect the player with a specific client 210// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings 211// also changed, rationalises, and fixes some incorrect settings
173void 212void
174player::connect (client *ns) 213player::connect (client *ns)
175{ 214{
176 this->ns = ns; 215 this->ns = ns;
177 ns->pl = this; 216 ns->pl = this;
178 217
179 next = first_player; 218 run_on = 0;
180 first_player = this; 219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
181 221
182 ns->update_look = 0; 222 ns->update_look = 0;
183 ns->look_position = 0; 223 ns->look_position = 0;
184 224
185 clear_los (ob); 225 clear_los (ob);
226
227 ns->reset_stats ();
186 228
187 /* make sure he's a player -- needed because of class change. */ 229 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid 230 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race; 231 ob->race = ob->arch->clone.race;
190 232
193 235
194 ob->carrying = sum_weight (ob); 236 ob->carrying = sum_weight (ob);
195 link_player_skills (ob); 237 link_player_skills (ob);
196 238
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200 240
201 assign (title, ob->arch->clone.name); 241 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212 242
213 /* if it's a dragon player, set the correct title here */ 243 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob)) 244 if (is_dragon_pl (ob))
215 { 245 {
216 object *tmp, *abil = 0, *skin = 0; 246 object *tmp, *abil = 0, *skin = 0;
226 skin = tmp; 256 skin = tmp;
227 257
228 set_dragon_name (ob, abil, skin); 258 set_dragon_name (ob, abil, skin);
229 } 259 }
230 260
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238 262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
239 ns->floorbox_update (); 266 ns->floorbox_update ();
240 267
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob); 268 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0); 269 esrv_add_spells (this, 0);
244 270
245 enter_exit (ob, 0); 271 activate ();
246 272
247// send_rules (ob);//TODO 273 send_rules (ob);
248// send_news (ob);//TODO 274 send_news (ob);
249// display_motd (ob);//TODO 275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
250 INVOKE_PLAYER (LOGIN, this); 278 INVOKE_PLAYER (LOGIN, this);
279}
280
281void
282player::disconnect ()
283{
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
251} 300}
252 301
253// the need for this function can be explained 302// the need for this function can be explained
254// by load_object not returning the object 303// by load_object not returning the object
255void 304void
256player::set_object (object *op) 305player::set_object (object *op)
257{ 306{
258 ob = op; 307 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */ 308 ob->contr = this; /* this aren't yet in archetype */
260 309
261 ob->speed_left = 0.5; 310 ob->speed_left = 0.5;
262 ob->speed = 1.0; 311 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */ 312 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270} 313}
271 314
272player::player () 315player::player ()
273{ 316{
274 /* There are some elements we want initialized to non zero value - 317 /* There are some elements we want initialised to non zero value -
275 * we deal with that below this point. 318 * we deal with that below this point.
276 */ 319 */
277 outputs_sync = 16; /* Every 2 seconds */ 320 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */ 321 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice; 322 unapply = unapply_nochoice;
280 323
281 assign (savebed_map, first_map_path); /* Init. respawn position */ 324 savebed_map = first_map_path; /* Init. respawn position */
282 325
283 gen_sp_armour = 10; 326 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none; 327 shoottype = range_none;
286 bowtype = bow_normal; 328 bowtype = bow_normal;
287 petmode = pet_normal; 329 petmode = pet_normal;
288 listening = 10; 330 listening = 10;
289 usekeys = containers; 331 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */ 332 peaceful = 1; /* default peaceful */
292 do_los = 1; 333 do_los = 1;
334}
293 335
294 /* we need to clear these to -1 and not zero - otherwise, 336void
295 * if a player quits and starts a new character, we wont 337player::do_destroy ()
296 * send new values to the client, as things like exp start 338{
297 * at zero. 339 disconnect ();
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301 340
302 for (int i = 0; i < NROFATTACKS; i++) 341 attachable::do_destroy ();
303 last_resist[i] = -1;
304 342
305 last_stats.exp = -1; 343 if (ob)
306 last_weight = (uint32) - 1; 344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
307} 348}
308 349
309player::~player () 350player::~player ()
310{ 351{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */ 352 /* Clear item stack */
346 free (stack_items); 353 free (stack_items);
347} 354}
348 355
349/* Tries to add player on the connection passed in ns. 356/* Tries to add player on the connection passed in ns.
354player::create () 361player::create ()
355{ 362{
356 player *pl = new player; 363 player *pl = new player;
357 364
358 pl->set_object (arch_to_object (get_player_archetype (0))); 365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
371 set_first_map (pl->ob);
359 372
360 return pl; 373 return pl;
361} 374}
362 375
363/* 376/*
390 403
391object * 404object *
392get_nearest_player (object *mon) 405get_nearest_player (object *mon)
393{ 406{
394 object *op = NULL; 407 object *op = NULL;
395 player *pl = NULL;
396 objectlink *ol; 408 objectlink *ol;
397 unsigned lastdist; 409 unsigned lastdist;
398 rv_vector rv; 410 rv_vector rv;
399 411
400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
401 { 413 {
402 /* We should not find free objects on this friendly list, but it 414 /* We should not find free objects on this friendly list, but it
403 * does periodically happen. Given that, lets deal with it. 415 * does periodically happen. Given that, lets deal with it.
404 * While unlikely, it is possible the next object on the friendly 416 * While unlikely, it is possible the next object on the friendly
405 * list is also free, so encapsulate this in a while loop. 417 * list is also free, so encapsulate this in a while loop.
409 object *tmp = ol->ob; 421 object *tmp = ol->ob;
410 422
411 /* Can't do much more other than log the fact, because the object 423 /* Can't do much more other than log the fact, because the object
412 * itself will have been cleared. 424 * itself will have been cleared.
413 */ 425 */
414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); 426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
415 ol = ol->next; 428 ol = ol->next;
416 remove_friendly_object (tmp); 429 remove_friendly_object (tmp);
417 if (!ol) 430 if (!ol)
418 return op; 431 return op;
419 } 432 }
432 { 445 {
433 op = ol->ob; 446 op = ol->ob;
434 lastdist = rv.distance; 447 lastdist = rv.distance;
435 } 448 }
436 } 449 }
437 for (pl = first_player; pl != NULL; pl = pl->next) 450
438 { 451 for_all_players (pl)
439 if (can_detect_enemy (mon, pl->ob, &rv)) 452 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
441
442 if (lastdist > rv.distance) 453 if (lastdist > rv.distance)
443 { 454 {
444 op = pl->ob; 455 op = pl->ob;
445 lastdist = rv.distance; 456 lastdist = rv.distance;
446 } 457 }
447 } 458
448 }
449#if 0 459#if 0
450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
451#endif 461#endif
452 return op; 462 return op;
453} 463}
511 x = mon->x; 521 x = mon->x;
512 y = mon->y; 522 y = mon->y;
513 m = mon->map; 523 m = mon->map;
514 dir = rv.direction; 524 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
517 /* If we can't solve it within the search distance, return now. */ 528 /* If we can't solve it within the search distance, return now. */
518 if (diff > max) 529 if (diff > max)
519 return 0; 530 return 0;
531
520 while (diff > 1 && max > 0) 532 while (diff > 1 && max > 0)
521 { 533 {
522 lastx = x; 534 lastx = x;
523 lasty = y; 535 lasty = y;
524 lastmap = m; 536 lastmap = m;
606 max--; 618 max--;
607 lastdir = dir; 619 lastdir = dir;
608 if (!firstdir) 620 if (!firstdir)
609 firstdir = dir; 621 firstdir = dir;
610 } 622 }
623
611 if (diff <= 1) 624 if (diff <= 1)
612 { 625 {
613 /* Recalculate diff (distance) because we may not have actually 626 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance. 627 * headed toward player for entire distance.
615 */ 628 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
618 } 631 }
632
619 if (diff > max) 633 if (diff > max)
620 return 0; 634 return 0;
621 } 635 }
636
622 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
623 if (!max) 638 if (!max)
624 return 0; 639 return 0;
625 640
626 return firstdir; 641 return firstdir;
740roll_stat (void) 755roll_stat (void)
741{ 756{
742 int a[4], i, j, k; 757 int a[4], i, j, k;
743 758
744 for (i = 0; i < 4; i++) 759 for (i = 0; i < 4; i++)
745 a[i] = (int) RANDOM () % 6 + 1; 760 a[i] = (int) rndm (6) + 1;
746 761
747 for (i = 0, j = 0, k = 7; i < 4; i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
748 if (a[i] < k) 763 if (a[i] < k)
749 k = a[i], j = i; 764 k = a[i], j = i;
750 765
831 contr->levsp[1] = 6; 846 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3; 847 contr->levgrace[1] = 3;
833 848
834 contr->orig_stats = stats; 849 contr->orig_stats = stats;
835 } 850 }
851}
852
853static void
854start_info (object *op)
855{
856 char buf[MAX_BUF];
857
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
836} 862}
837 863
838/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
839 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
840 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
869 * to save here. 895 * to save here.
870 */ 896 */
871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
872 make_path_to_file (buf); 898 make_path_to_file (buf);
873 899
874#ifdef AUTOSAVE
875 op->contr->last_save_tick = pticks;
876#endif
877 start_info (op); 900 start_info (op);
878 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
879 give_initial_items (op, op->randomitems); 902 give_initial_items (op, op->randomitems);
880 link_player_skills (op); 903 link_player_skills (op);
881 esrv_send_inventory (op, op); 904 esrv_send_inventory (op, op);
887 if (*first_map_ext_path) 910 if (*first_map_ext_path)
888 { 911 {
889 object *tmp; 912 object *tmp;
890 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
891 914
892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
893 tmp = object::create (); 916 tmp = object::create ();
894 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
895 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = op->x;
896 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
897 enter_exit (op, tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
898 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
899 * default initial map */ 922 * default initial map */
900 tmp->destroy (); 923 tmp->destroy ();
901 } 924 }
902 else 925 else
943 966
944 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
945 return 0; 968 return 0;
946} 969}
947 970
948int
949key_confirm_quit (object *op, char key)
950{
951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
953 op->contr->ns->state = ST_PLAYING;
954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
955 return 1;
956 }
957
958 INVOKE_PLAYER (LOGOUT, op->contr);
959 INVOKE_PLAYER (QUIT, op->contr);
960
961 terminate_all_pets (op);
962 leave_map (op);
963 op->direction = 0;
964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
965
966 strcpy (op->contr->killer, "quit");
967 check_score (op);
968 op->contr->party = 0;
969 op->contr->own_title[0] = '\0';
970
971 object_ptr ob = op;
972
973 delete ob->contr;
974
975 /* We need to hunt for any per player unique maps in memory and
976 * get rid of them. The trailing slash in the path is intentional,
977 * so that players named 'Ab' won't match against players 'Abe' pathname
978 */
979 char buf[MAX_BUF];
980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
984 next = mp->next;
985
986 if (!strncmp (mp->path, buf, strlen (buf)))
987 delete_map (mp);
988 }
989
990 delete_character (ob->name, 1);
991
992 return 1;
993}
994
995void 971void
996flee_player (object *op) 972flee_player (object *op)
997{ 973{
998 int dir, diff; 974 int dir, diff;
999 rv_vector rv; 975 rv_vector rv;
1054int 1030int
1055check_pick (object *op) 1031check_pick (object *op)
1056{ 1032{
1057 object *tmp, *next; 1033 object *tmp, *next;
1058 int stop = 0; 1034 int stop = 0;
1059 int j, k, wvratio; 1035 int wvratio;
1060 char putstring[128], tmpstr[16]; 1036 char putstring[128];
1061 1037
1062 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1064 return 1; 1040 return 1;
1065 1041
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else 1112 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1139 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1154
1155#if 0
1156 /* print the flags too */
1157 for (k = 0; k < 4; k++)
1158 {
1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1160 for (j = 0; j < 32; j++)
1161 {
1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1163 if (!((j + 1) % 4))
1164 fprintf (stderr, " ");
1165 }
1166 fprintf (stderr, " [%d]\n", k * 32);
1167 }
1168#endif
1169 } 1117 }
1118
1170 /* philosophy: 1119 /* philosophy:
1171 * It's easy to grab an item type from a pile, as long as it's 1120 * It's easy to grab an item type from a pile, as long as it's
1172 * generic. This takes no game-time. For more detailed pickups 1121 * generic. This takes no game-time. For more detailed pickups
1173 * and selections, select-items shoul dbe used. This is a 1122 * and selections, select-items should be used. This is a
1174 * grab-as-you-run type mode that's really useful for arrows for 1123 * grab-as-you-run type mode that's really useful for arrows for
1175 * example. 1124 * example.
1176 * The drawback: right now it has no frontend, so you need to 1125 * The drawback: right now it has no frontend, so you need to
1177 * stick the bits you want into a calculator in hex mode and then 1126 * stick the bits you want into a calculator in hex mode and then
1178 * convert to decimal and then 'pickup <#> 1127 * convert to decimal and then 'pickup <#>
1429 * found object is returned. 1378 * found object is returned.
1430 */ 1379 */
1431object * 1380object *
1432find_arrow (object *op, const char *type) 1381find_arrow (object *op, const char *type)
1433{ 1382{
1434 object *tmp = NULL; 1383 object *tmp = 0;
1435 1384
1436 for (op = op->inv; op; op = op->below) 1385 for (op = op->inv; op; op = op->below)
1437 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1438 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1439 else if (op->type == ARROW && op->race == type) 1388 else if (op->type == ARROW && op->race == type)
1440 return op; 1389 return op;
1390
1441 return tmp; 1391 return tmp;
1442} 1392}
1443 1393
1444/* 1394/*
1445 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1446 * against the target. A full test is not performed, simply a basic test 1396 * against the target. A full test is not performed, simply a basic test
1447 * of resistances. The archer is making a quick guess at what he sees down 1397 * of resistances. The archer is making a quick guess at what he sees down
1448 * the hall. Failing that it does it's best to pick the highest plus arrow. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1449 */ 1399 */
1450
1451object * 1400object *
1452find_better_arrow (object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1453{ 1402{
1454 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1455 int attacknum, attacktype, betterby = 0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1678 return 0; 1627 return 0;
1679 } 1628 }
1680 1629
1681 arrow->set_owner (op); 1630 arrow->set_owner (op);
1682 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1683
1684 arrow->direction = dir; 1632 arrow->direction = dir;
1685 arrow->x = sx;
1686 arrow->y = sy;
1687 1633
1688 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1689 { 1635 {
1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1691 op->update_stats (); 1637 op->update_stats ();
1706 1652
1707 /* update the speed */ 1653 /* update the speed */
1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1709 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1710 1656
1711 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1712 arrow->speed = 1.0;
1713 update_ob_speed (arrow);
1714 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1715 1659
1716 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1717 { 1661 {
1718 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1731 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1732 1676
1733 if (bow->slaying) 1677 if (bow->slaying)
1734 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1735 1679
1736 arrow->map = m;
1737 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1739 1682
1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1741 insert_ob_in_map (arrow, m, op, 0); 1684 m->insert (arrow, sx, sy, op);
1742 1685
1743 if (!arrow->destroyed ()) 1686 if (!arrow->destroyed ())
1744 move_arrow (arrow); 1687 move_arrow (arrow);
1745 1688
1746 if (op->type == PLAYER) 1689 if (op->type == PLAYER)
1772 } 1715 }
1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 { 1717 {
1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1776 wcmod = -1; 1719 wcmod = -1;
1720
1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1778 } 1722 }
1779 else if (op->contr->bowtype == bow_threewide) 1723 else if (op->contr->bowtype == bow_threewide)
1780 { 1724 {
1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1851 1795
1852 if (item->arch) 1796 if (item->arch)
1853 { 1797 {
1854 CLEAR_FLAG (item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1855 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1856 item->speed = 0; 1800 item->set_speed (0);
1857 update_ob_speed (item);
1858 } 1801 }
1802
1859 if ((tmp = item->in_player ())) 1803 if ((tmp = item->in_player ()))
1860 esrv_update_item (UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1861 } 1805 }
1862 } 1806 }
1863 else if (item->type == ROD || item->type == HORN) 1807 else if (item->type == ROD || item->type == HORN)
1864 {
1865 drain_rod_charge (item); 1808 drain_rod_charge (item);
1866 }
1867 } 1809 }
1868} 1810}
1869 1811
1870/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1871 */ 1813 */
1910 { 1852 {
1911 if (op->type == PLAYER) 1853 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return; 1855 return;
1914 } 1856 }
1857
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return; 1859 return;
1917 case range_builder: 1860 case range_builder:
1918 apply_map_builder (op, dir); 1861 apply_map_builder (op, dir);
1919 return; 1862 return;
1920 default: 1863 default:
1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1922 return; 1865 return;
1923 } 1866 }
1924} 1867}
1925
1926
1927 1868
1928/* find_key 1869/* find_key
1929 * We try to find a key for the door as passed. If we find a key 1870 * We try to find a key for the door as passed. If we find a key
1930 * and successfully use it, we return the key, otherwise NULL 1871 * and successfully use it, we return the key, otherwise NULL
1931 * This function merges both normal and locked door, since the logic 1872 * This function merges both normal and locked door, since the logic
1933 * pl is the player, 1874 * pl is the player,
1934 * inv is the objects inventory to searched 1875 * inv is the objects inventory to searched
1935 * door is the door we are trying to match against. 1876 * door is the door we are trying to match against.
1936 * This function can be called recursively to search containers. 1877 * This function can be called recursively to search containers.
1937 */ 1878 */
1938
1939object * 1879object *
1940find_key (object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1941{ 1881{
1942 object *tmp, *key; 1882 object *tmp, *key;
1943 1883
1944 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1945 if (container->inv == NULL) 1885 if (!container->inv)
1946 return NULL; 1886 return 0;
1947 1887
1948 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1950 { 1890 {
1951 if (door->type == DOOR && tmp->type == KEY) 1891 if (door->type == DOOR && tmp->type == KEY)
1952 break; 1892 break;
1953 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1954 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1955 */ 1895 */
1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1957 break; 1897 break;
1958 } 1898 }
1899
1959 /* No key found - lets search inventories now */ 1900 /* No key found - lets search inventories now */
1960 /* If we find and use a key in an inventory, return at that time. 1901 /* If we find and use a key in an inventory, return at that time.
1961 * otherwise, if we search all the inventories and still don't find 1902 * otherwise, if we search all the inventories and still don't find
1962 * a key, return 1903 * a key, return
1963 */ 1904 */
1964 if (!tmp) 1905 if (!tmp)
1965 { 1906 {
1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1967 { 1908 {
1968 /* No reason to search empty containers */ 1909 /* No reason to search empty containers */
1969 if (tmp->type == CONTAINER && tmp->inv) 1910 if (tmp->type == CONTAINER && tmp->inv)
1970 { 1911 {
1971 if ((key = find_key (pl, tmp, door)) != NULL) 1912 if ((key = find_key (pl, tmp, door)))
1972 return key; 1913 return key;
1973 } 1914 }
1974 } 1915 }
1916
1975 if (!tmp) 1917 if (!tmp)
1976 return NULL; 1918 return NULL;
1977 } 1919 }
1920
1978 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1979 * see if we actually want to use it 1922 * see if we actually want to use it
1980 */ 1923 */
1981 if (pl != container) 1924 if (pl != container)
1982 { 1925 {
2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
2004 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
2005 return NULL; 1948 return NULL;
2006 } 1949 }
2007 } 1950 }
1951
2008 return tmp; 1952 return tmp;
2009} 1953}
2010 1954
2011/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
2012 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2031 if (action_makes_visible (op)) 1975 if (action_makes_visible (op))
2032 make_visible (op); 1976 make_visible (op);
2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op); 1978 spring_trap (door->inv, op);
1979
2035 if (door->type == DOOR) 1980 if (door->type == DOOR)
2036 {
2037 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2038 }
2039 else if (door->type == LOCKED_DOOR) 1982 else if (door->type == LOCKED_DOOR)
2040 { 1983 {
2041 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2042 remove_door2 (door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
2043 } 1986 }
1987
2044 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2045 decrease_ob (key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2046 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2047 if (container != op) 1991 if (container != op)
2048 esrv_update_item (UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
2049 return 1; /* Nothing more to do below */ 1994 return 1; /* Nothing more to do below */
2050 } 1995 }
2051 else if (door->type == LOCKED_DOOR) 1996 else if (door->type == LOCKED_DOOR)
2052 { 1997 {
2053 /* Might as well return now - no other way to open this */ 1998 /* Might as well return now - no other way to open this */
2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2055 return 1; 2000 return 1;
2056 } 2001 }
2002
2057 return 0; 2003 return 0;
2058} 2004}
2059 2005
2060/* This function is just part of a breakup from move_player. 2006/* This function is just part of a breakup from move_player.
2061 * It should keep the code cleaner. 2007 * It should keep the code cleaner.
2087 */ 2033 */
2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 { 2035 {
2090 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 { 2037 {
2092 m = get_map_from_coord (op->map, &nx, &ny); 2038 m = op->map->xy_find (nx, ny);
2093 if (!m) 2039 if (!m)
2094 return; /* Don't think this should happen */ 2040 return; /* Don't think this should happen */
2095 } 2041 }
2096 else 2042 else
2097 m = op->map; 2043 m = op->map;
2098 2044
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) 2045 if (!(tmp = m->at (nx, ny).bot))
2100 {
2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return; 2046 return;
2103 }
2104 2047
2105 mon = 0; 2048 mon = 0;
2106 /* Go through all the objects, and find ones of interest. Only stop if 2049 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack. 2050 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters 2051 * if its a door or barrel (can roll) see if there may be monsters
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 { 2105 {
2163 /* If we're braced, we don't want to switch places with it */ 2106 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced) 2107 if (op->contr->braced)
2165 return; 2108 return;
2109
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op); 2111 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op); 2113 make_visible (op);
2114
2170 return; 2115 return;
2171 } 2116 }
2172 2117
2173 /* in certain circumstances, you shouldn't attack friendly 2118 /* in certain circumstances, you shouldn't attack friendly
2174 * creatures. Note that if you are braced, you can't push 2119 * creatures. Note that if you are braced, you can't push
2188 !on_battleground)) 2133 !on_battleground))
2189 { 2134 {
2190 if (!op->contr->braced) 2135 if (!op->contr->braced)
2191 { 2136 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193 (void) push_ob (mon, dir, op); 2138 push_ob (mon, dir, op);
2194 } 2139 }
2195 else 2140 else
2196 new_draw_info (0, 0, op, "You withhold your attack"); 2141 new_draw_info (0, 0, op, "You withhold your attack");
2197 2142
2198 if (op->contr->tmp_invis || op->hide) 2143 if (op->contr->tmp_invis || op->hide)
2213 * Way it works is like this: First, it must have some hit points 2158 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following: 2159 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note 2160 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen. 2161 * that party_number -1 is no party, so attacks can still happen.
2217 */ 2162 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 { 2165 {
2222 2166
2223 /* If the player hasn't hit something this tick, and does 2167 /* If the player hasn't hit something this tick, and does
2257int 2201int
2258move_player (object *op, int dir) 2202move_player (object *op, int dir)
2259{ 2203{
2260 int pick; 2204 int pick;
2261 2205
2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2263 return 0; 2207 return 0;
2264 2208
2265 /* Sanity check: make sure dir is valid */ 2209 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9)) 2210 if ((dir < 0) || (dir >= 9))
2267 { 2211 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir); 2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0; 2213 return 0;
2270 } 2214 }
2271 2215
2272 /* peterm: added following line */ 2216 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2275 2219
2276 op->facing = dir; 2220 op->facing = dir;
2277 2221
2278 if (op->hide) 2222 if (op->hide)
2279 do_hidden_move (op); 2223 do_hidden_move (op);
2355 2299
2356 /* call this here - we also will call this in do_ericserver, but 2300 /* call this here - we also will call this in do_ericserver, but
2357 * the players time has been increased when doericserver has been 2301 * the players time has been increased when doericserver has been
2358 * called, so we recheck it here. 2302 * called, so we recheck it here.
2359 */ 2303 */
2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2304 if (op->contr->ns->handle_command ())
2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2305 return 1;
2362 ;
2363 2306
2364 if (op->speed_left < 0) 2307 if (op->speed_left > 0)
2365 return 0; 2308 {
2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2309 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 { 2310 {
2369 /* All move commands take 1 tick, at least for now */ 2311 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--; 2312 op->speed_left--;
2371 2313
2372 /* Instead of all the stuff below, let move_player take care 2314 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in 2315 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff. 2316 * there, as well as the confusion stuff.
2375 */ 2317 */
2376 move_player (op, op->direction); 2318 move_player (op, op->direction);
2377 if (op->speed_left > 0) 2319
2378 return 1; 2320 return op->speed_left > 0;
2379 else 2321 }
2380 return 0;
2381 } 2322 }
2382 2323
2383 return 0; 2324 return 0;
2384} 2325}
2385 2326
2423 * from. 2364 * from.
2424 */ 2365 */
2425void 2366void
2426remove_unpaid_objects (object *op, object *env) 2367remove_unpaid_objects (object *op, object *env)
2427{ 2368{
2428 object *next;
2429
2430 while (op) 2369 while (op)
2431 { 2370 {
2432 next = op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2433 * we remove object 'op' 2372
2434 */
2435 if (QUERY_FLAG (op, FLAG_UNPAID)) 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 { 2374 {
2437 op->remove ();
2438 op->x = env->x;
2439 op->y = env->y;
2440 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2441 esrv_del_item (env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2442 insert_ob_in_map (op, env->map, NULL, 0); 2377
2378 op->insert_at (env);
2443 } 2379 }
2444 else if (op->inv) 2380 else if (op->inv)
2445 remove_unpaid_objects (op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2446 2382
2447 op = next; 2383 op = next;
2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2742 2678
2743 /* restore player */ 2679 /* restore player */
2744 at = archetype::find ("poisoning"); 2680 at = archetype::find ("poisoning");
2745 tmp = present_arch_in_ob (at, op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2746 if (tmp)
2747 { 2682 {
2748 tmp->destroy (); 2683 tmp->destroy ();
2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2750 } 2685 }
2751 2686
2752 at = archetype::find ("confusion"); 2687 at = archetype::find ("confusion");
2753 tmp = present_arch_in_ob (at, op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2754 if (tmp)
2755 { 2689 {
2756 tmp->destroy (); 2690 tmp->destroy ();
2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2758 } 2692 }
2759 2693
2761 op->stats.hp = op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2762 if (op->stats.food <= 0) 2696 if (op->stats.food <= 0)
2763 op->stats.food = 999; 2697 op->stats.food = 999;
2764 2698
2765 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2766 tmp = arch_to_object (archetype::find ("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2767 if (tmp != NULL)
2768 { 2701 {
2769 sprintf (buf, "%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2770 tmp->name = buf; 2703 tmp->name = buf;
2771 sprintf (buf, " This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2772 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2774 tmp->msg = buf; 2707 tmp->msg = buf;
2775 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2708 tmp->value = 0, tmp->type = 0;
2776 tmp->materialname = NULL; 2709 tmp->materialname = "organics";
2777 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2778 insert_ob_in_map (tmp, op->map, op, 0);
2779 } 2711 }
2780 2712
2781 /* teleport defeated player to new destination */ 2713 /* teleport defeated player to new destination */
2782 transfer_ob (op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2783 op->contr->braced = 0; 2715 op->contr->braced = 0;
2788 2720
2789 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2790 2722
2791 if (op->stats.food < 0) 2723 if (op->stats.food < 0)
2792 { 2724 {
2793 if (op->contr->explore)
2794 {
2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2797 op->stats.food = 999;
2798 return;
2799 }
2800 sprintf (buf, "%s starved to death.", &op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2801 strcpy (op->contr->killer, "starvation"); 2726 strcpy (op->contr->killer, "starvation");
2802 } 2727 }
2803 else 2728 else
2804 {
2805 if (op->contr->explore)
2806 {
2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2809 op->stats.hp = op->stats.maxhp;
2810 return;
2811 }
2812 sprintf (buf, "%s died.", &op->name); 2729 sprintf (buf, "%s died.", &op->name);
2813 } 2730
2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2815 2732
2816 /* save the map location for corpse, gravestone */ 2733 /* save the map location for corpse, gravestone */
2817 x = op->x; 2734 x = op->x;
2818 y = op->y; 2735 y = op->y;
2819 map = op->map; 2736 map = op->map;
2820
2821 2737
2822 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2823 * life if they are dead - it takes some exp and a random stat. 2739 * life if they are dead - it takes some exp and a random stat.
2824 * See the config.h file for a little more in depth detail about this. 2740 * See the config.h file for a little more in depth detail about this.
2825 */ 2741 */
2842 num_stats_lose = 1; 2758 num_stats_lose = 1;
2843 else 2759 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 } 2761 }
2846 else 2762 else
2847 {
2848 num_stats_lose = 1; 2763 num_stats_lose = 1;
2849 } 2764
2850 lost_a_stat = 0; 2765 lost_a_stat = 0;
2851 2766
2852 for (z = 0; z < num_stats_lose; z++) 2767 for (z = 0; z < num_stats_lose; z++)
2853 { 2768 {
2854 i = RANDOM () % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
3012 /* */ 2927 /* */
3013 /****************************************/ 2928 /****************************************/
3014 2929
3015 enter_player_savebed (op); 2930 enter_player_savebed (op);
3016 2931
3017 /* Save the player before inserting the force to reduce
3018 * chance of abuse.
3019 */
3020 op->contr->braced = 0; 2932 op->contr->braced = 0;
3021 op->contr->save ();
3022 2933
3023 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
3024 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
3025 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
3026 * on the space that might harm the player. 2937 * on the space that might harm the player.
3055void 2966void
3056loot_object (object *op) 2967loot_object (object *op)
3057{ /* Grab and destroy some treasure */ 2968{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next; 2969 object *tmp, *tmp2, *next;
3059 2970
3060 if (op->container) 2971 op->close_container (); /* close open sack first */
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062 2972
3063 for (tmp = op->inv; tmp; tmp = next) 2973 for (tmp = op->inv; tmp; tmp = next)
3064 { 2974 {
3065 next = tmp->below; 2975 next = tmp->below;
3066 2976
3067 if (tmp->invisible) 2977 if (tmp->invisible)
3068 continue; 2978 continue;
3069 2979
3070 tmp->remove (); 2980 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y; 2981 tmp->x = op->x, tmp->y = op->y;
2982
3072 if (tmp->type == CONTAINER) 2983 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */ 2984 loot_object (tmp); /* empty container to ground */
3074 loot_object (tmp); 2985
3075 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3077 { 2987 {
3078 if (tmp->nrof > 1) 2988 if (tmp->nrof > 1)
3079 { 2989 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy (); 2991 tmp2->destroy ();
3092/* 3002/*
3093 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3094 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3095 * was changed. 3005 * was changed.
3096 */ 3006 */
3097
3098void 3007void
3099fix_weight (void) 3008fix_weight (void)
3100{ 3009{
3101 for (player *pl = first_player; pl; pl = pl->next) 3010 for_all_players (pl)
3102 { 3011 {
3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 3012 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104 3013
3105 if (old == sum) 3014 if (old == sum)
3106 continue; 3015 continue;
3110} 3019}
3111 3020
3112void 3021void
3113fix_luck (void) 3022fix_luck (void)
3114{ 3023{
3115 for (player *pl = first_player; pl; pl = pl->next) 3024 for_all_players (pl)
3116 if (!pl->ob->contr->ns->state) 3025 if (!pl->ob->contr->ns->state)
3117 pl->ob->change_luck (0); 3026 pl->ob->change_luck (0);
3118} 3027}
3119 3028
3120/* cast_dust() - handles op throwing objects of type 'DUST'. 3029/* cast_dust() - handles op throwing objects of type 'DUST'.
3168} 3077}
3169 3078
3170int 3079int
3171is_true_undead (object *op) 3080is_true_undead (object *op)
3172{ 3081{
3173 object *tmp = NULL;
3174
3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1; 3083 return 1;
3177 3084
3178 return 0; 3085 return 0;
3179} 3086}
3238 3145
3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3240 3147
3241 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3242 if (op->type == PLAYER && op->contr->run_on) 3149 if (op->type == PLAYER && op->contr->run_on)
3243 {
3244 if (!skop || num >= skop->level) 3150 if (!skop || num >= skop->level)
3245 { 3151 {
3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3247 make_visible (op); 3153 make_visible (op);
3248 return; 3154 return;
3249 } 3155 }
3250 else 3156 else
3251 num += 20; 3157 num += 20;
3252 } 3158
3253 num += op->map->difficulty; 3159 num += op->map->difficulty;
3254 hide = hideability (op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3255 num -= hide; 3161 num -= hide;
3162
3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 { 3164 {
3258 make_visible (op); 3165 make_visible (op);
3259 if (op->type == PLAYER) 3166 if (op->type == PLAYER)
3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3261 } 3168 }
3262 else if (op->type == PLAYER && skop) 3169 else if (op->type == PLAYER && skop)
3263 {
3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3265 }
3266} 3171}
3267 3172
3268/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3269 3174
3270int 3175int
3337 if (pl->type != PLAYER) 3242 if (pl->type != PLAYER)
3338 { 3243 {
3339 LOG (llevError, "player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3340 return -1; 3245 return -1;
3341 } 3246 }
3247
3342 if (!pl || !op) 3248 if (!pl || !op)
3343 return 0; 3249 return 0;
3344 3250
3345 if (op->head)
3346 {
3347 op = op->head; 3251 op = op->head_ ();
3348 } 3252
3349 get_rangevector (pl, op, &rv, 0x1); 3253 get_rangevector (pl, op, &rv, 0x1);
3350 3254
3351 /* starting with the 'head' part, lets loop 3255 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any 3256 * through the object and find if it has any
3353 * part that is in the los array but isnt on 3257 * part that is in the los array but isnt on
3483 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3484 return; 3388 return;
3485 3389
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487 3391
3488 if (tr == NULL || tr->item == NULL) 3392 if (!tr || !tr->item)
3489 { 3393 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return; 3395 return;
3492 } 3396 }
3493 3397
3618 * not readied. 3522 * not readied.
3619 */ 3523 */
3620void 3524void
3621player_unready_range_ob (player *pl, object *ob) 3525player_unready_range_ob (player *pl, object *ob)
3622{ 3526{
3623 rangetype i;
3624
3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3627 if (pl->ranges[i] == ob) 3528 if (pl->ranges[i] == ob)
3628 { 3529 {
3629 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3630 if (pl->shoottype == i) 3531 if (pl->shoottype == i)
3631 {
3632 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3633 }
3634 } 3533 }
3635 }
3636} 3534}
3535
3536sint8
3537player::visibility_at (maptile *map, int x, int y) const
3538{
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553}

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